float4x4 modelMat;
float4x4 viewMat;
float4x4 projMat;
float4 textColor;

void MyVS(float3 pos:POSITION,float2 tc:TEXCOORD0, float4 color:COLOR,
		  out float4 opos:SV_POSITION,
		  out float2 otc:TEXCOORD0,
		  out float4 ocolor:COLOR
		  )
{
	
	opos = mul(float4(pos,1),modelMat);
	opos = mul(opos,viewMat);
	opos = mul(opos,projMat);
	otc = tc;
	ocolor = color;
}


Texture2D diftex;

SamplerState defss
{
	Filter =  MIN_MAG_MIP_POINT;
	AddressU = Wrap;
	AddressV = Wrap;
};

float4 MyPS(float4 pos:SV_POSITION, float2 tc:TEXCOORD0):SV_Target
{
	float4 pixel= diftex.Sample(defss,tc);
	return pixel ;
}


technique11 MyTechnique
{
	pass P0
	{
		SetVertexShader(CompileShader(vs_5_0,MyVS()));
		SetPixelShader(CompileShader(ps_5_0,MyPS()));
	}
}